Dice Wrestling/Erotic Dice Wrestling Ruleset by Wolfy(Wolfy_V on Venus)

Wolfy V

2023-12-08 09:05

Hp bars and determining the right of first turn

Before starting a fight, each fighter sets an HP bar for their hp and another one for their cock hp(for erotic variant) using the following commands:
!set 100
!set cock 50
The same can be done using the menu/Dice Fight/Manage/ Enter the name of the bar, set the desired bar value and click add button.( The following will be used both ways: both for those who like to write commands manually, and for those who just want to have fun and press a few buttons, and not write commands manually.)
The standard rule variant is 100 hp and 50 cock hp. These values can be changed proportionally or asymmetrically by agreement between the opponents. The course of fight will be described in relation to the standard values, all fight rules will be given in percentages and can be changed for other starting values.
When the bars are set, each fighter rolls 5d10 with the command:
!roll 5d10
Alternatively, you can use the menu/More/Roll the dice(this uses a 2d6 dice roll).
The highest roll result gets the first turn to start the fight.

Goals, used commands and the course of fight

Goals are determined by the type of fight.
For submission type of fight your only goal is to bring your opponent's HP to 0, which means that your opponent cannot continue the fight and submit.
For pin to win type of fight your goal is to either bring your opponent's hp to 0, which means that your opponent can no longer resist and you successfully pin him or you can pin him before his hp reach 0, by successfully performing a pin, which will be described below.
First the commands common to both types of fight will be described, then the specifics of these types of fight will be described.
Each turn the fighter chooses exactly how he will attack his opponent.
!punch command is used for attacks that primarily use the hands.(Menu/Dice fight/Attack/Select Hp bar/Punch) This command has a 60/40 chance of success or fail. If a punch connects, 2d6 dice will be automatically rolled to determine the damage caused.
!kick command is used for attacks that primarily use the legs.(Menu/Dice fight/Attack/Select Hp bar/Kick) This command has a 60/40 chance of success or fail. If a kick connects, 2d6 dice will be automatically rolled to determine the damage caused.
!hold command is used for attempts to use the hold on your opponents. If successful, you can use one of the following commands:
!damage (Menu/Dice fight/Attack/Select Hp bar/Damage) deals damage to an opponent hp using a 100% chance of success
!damage cock (Menu/Dice fight/Attack/Select Cock bar/Damage) damage to an opponent cock hp using a 100% chance of success
!coin(Menu/More/Flip a coin) is used to try to pin the opponent in the pin to win type of fight
!escape(Menu/Dice fight/Defend/Escape) Used to escape from your opponents hold
!reverse(Menu/Dice fight/ Attack /Reverse) Used to escape from your opponents hold and maintain your own hold on him(Has a pretty low chance of success.)

You have two attack actions each turn.(Punch+Punch,Punch+Kick, Kick+Punch,Kick+Kick). However, if you are trying to use a hold on your opponent you cannot combine it with other types of attacks. (Hold+Hold only). If either of your two holds is successful, you can use one of the three commands above (!Damage,!damage cock,!coin).
If a fighter misses both of his strikes(Punches or kicks) during his turn then he is left wide open and his opponent will get 3 strikes (Punches or kicks) during his turn.( There are still only two hold attempts per turn). Note that the number of punches do not escalate, so if the next fighter misses all three punches, the other fighter does not get 4 punches next. The cap of punches is 3. This rule does not apply to holds. If both of your hold attempts fail, the turn passes to your opponent. The number of his actions per turn does not change.
When your opponent has you in a hold you have a chance to break free using the !escape or !reverse command. If you fail to escape, the turn passes to your opponent and he can use one of the 3 commands again (!Damage,!damage cock,!coin). Escape does not count as an action, i.e. if you successfully escape using the !escape command, you still have two actions this turn. If you have successfully used the reverse command, you can use one of the three commands(!Damage,!damage cock,!coin). Then your opponent's turn starts and it's his turn to try to break out of your hold. (The number of attempts to use the !escape and !reverse commands is described below)

Holds, escapes, reverses and critical hits

When your opponent's hp is between 77 and 100% both of your hold attempts must be successful for the hold to be successful. Your opponent has 3 escape attempts, one of which must succeed for him to escape. Your opponent has 2 reverse attempts, one of which must succeed for him to reverse the hold.
When your opponent's hp is between 34 and 76% only one of your hold attempts must be successful for the hold to be successful. Your opponent has 2 escape attempts, one of which must succeed for him to escape. Your opponent has 1 reverse attempt, which must succeed for him to reverse the hold.
When your opponent's hp is 33% or less only one of your hold attempts must be successful for the hold to be successful. Your opponent has 1 escape attempt, which must succeed for him to escape. Due to severe fatigue, your opponent can no longer use reverse.
In the case of a critical strike (If using the punch, kick or damage commands on the dice results is 12) the fighter must successfully use the !stand command(Menu/Dice fight/Defend/Stand), otherwise he loses (submit in the case of the submission fight or is pinned in the case of pin to win fight):
If a fighter has between 77% and 100% hp, he has 3 attempts to get up, one of which must be successful to continue the fight.
If a fighter has between 34% and 76% hp, he has 2 attempts to get up, one of which must be successful to continue the fight.
If a fighter hp is 33% or less, he has only 1 attempt to get up, which must be successful to continue the fight.
!stand command does not count as an action, i.e. if a fighter successfully stands up, he still has two actions this turn.

Features of pin to win type of fight

In this type of combat, after each successful hold, the fighter may not use the damage command, but try to pin the opponent down instead. If you can successfully pin your opponent down, you will win the fight. This is done by using the !coin command(Menu/More/Flip a coin). Tails count for successes, heads for failures. You use the !coin command five times.
When your opponent's health is between 77 and 100% you need four successful attempts to pin your opponent.
When your opponent's health is between 34 and 76% you need three successful attempts to pin your opponent.
When your opponent's hp is 33% or less you need two successful attempts to pin your opponent.
However, remember that it is quite risky to try to pin your opponent especially if his health is quite high. If your attempt to pin your opponent down fails:
When your opponent's health is between 77 and 100% you will find yourself in his hold.
When your opponent's health is between 34 and 76% your opponent will escape from your hold.
When your opponent's hp is 33% or less your opponent will still remain in your hold and will need to escape from it.

Features of erotic version

In this version, after a successful hold, you can attack an enemy cock with the !damage cock command(Menu/Dice fight/Attack/Select Cock bar/Damage). If the fighter's cock reaches 0, the fighter will cum (-25,-50,-75 and so on for subsequent orgasms). His opponent gains the following advantages:
For submission type of fight: You get 2 unscheduled attacks with the !damage command (Menu/Dice fight/Attack/Select Hp bar/Damage), then the turn passes to your opponent and the fight continues.
For pin to win type of fight: You get 1 unscheduled attacks with the !damage command (Menu/Dice fight/Attack/Select Hp bar/Damage), then the turn passes to your opponent and the fight continues. In addition, the number of successful coin flips to pin your opponent is reduced by 1. This bonus is combined with your opponent's fatigue bonus, i.e. if your opponent has 33% or less HP and you make him cum once, you only need one successful attempt out of five to pin your opponent. However, the number of successful attempts to pin an opponent cannot be less than one.

Some other types of fights

This rulebook can be used for tag-team fights, 2 on 1, 2 on 2, or for fights with a large number of participants.
In cases of tag-team fights, the success of an exchange with a partner is determined simply by a coin flip, !coin command (Menu/More/Flip a coin). Tails count for successes, heads for failures.
In cases where there are more than 2 fighters in the arena, all the rules remain in force, but you must choose which of your opponents you attack (either by using the menu or the appropriate command. For example !punch @Super_Wrestler, where Super_Wrestler is the nickname of your opponent. ).

p.s. This is my first set of rules that I wrote myself, so do not judge harshly!) I will be very glad to comments, suggestions and results of testing this ruleset. Thanks for reading!